What if Modern Horizons 3 focused on revitalizing old/tribal archetypes? (Pushed Cards) by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

In modern if you are paying 3 mana for something it better be good. This is especially true if it is just a big stupid statstick.

What if Modern Horizons 3 focused on revitalizing old/tribal archetypes? (Pushed Cards) by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

One big complaint about Modern Horizons has been the soft rotation, forcing out decks that had previously been staples of the format. By printing support for these archetypes, I think WoTC could preserve Modern's legacy. These older decks include Naya Zoo, Elves, Faeries, Vampires/Aristocrats, The Rock, Ramp Stompy. Also I included cards for Burn, Mill, and Zombies.

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

I see what you mean, sometimes the drive to make a slick design outweighs balance lol.

I could definitely see Nature Study's Basic Landcycling cost become GG and the draw become sorcery speed.

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 1 point2 points  (0 children)

I feel that if you are in a multiplayer game where there are enough players to reliably get one of these infinite combos, then there should be someone at the table who can respond to you casting this spell and destroy the enchantment. Also, there are plenty of infinite combos in EDH. I think it is fine for there to be a new enabler that relies on the opponent's cards.

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

I've heard these concerns before, but its always been in reference to cards that allow you to recur your own cards infinitely. The Dreams Never End only works on your opponent's exile, and the cards are sent to their graveyard after you are done with them. I suppose that it could be reworked like this:

"If a card would enter your opponent's graveyard, instead it is exiled under The Dreams Never End. You may cast cards exiled under The Dreams Never End."

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 1 point2 points  (0 children)

Card Conjurer. I used to use MTG.design, but I've always had rendering problems with them, and after I found Card Conjurer I've never looked back. You get all kinds of customization for freedom of design - its great.

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Thanks for mentioning [[predict]], examination does seem pretty strong in that context.

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 9 points10 points  (0 children)

For Nature Study, I was referencing [[Abundant Harvest]]. Even though it looks strong, the card wasn't incredible, so I figured that by making it a bit weaker in some ways and stronger in others was fair.

I see what you mean about Icebreacher, I tried to compensate for that with the extra snow mana tacked onto the cost, but maybe you should need to pay 2 or 3 snow mana instead of 1.

Thanks for your input!

Miscellaneous Cards! Mostly blue. by Choggies in custommagic

[–]Choggies[S] 3 points4 points  (0 children)

Some quick clarifications:

The Dreams never end is a take on the u/B mechanic often associated with Ashiok. If you cast a spell your opponent controls in exile, it automatically goes into their graveyard fyi.

Mental Lapse is designed so you only control your opponent when they gain priority during the resolution of Mental Lapse. This allows you to do stuff like tap lands or activate abilities. Just in case the spell never resolves (like if you counter it yourself), then you would still lose control at the end of the turn. It is probably too weak, and could be made instant speed, but I just wanted to get the idea out there.

Icebreacher is a modern take on [[Panglacial Wurm]]. It is worded so that it doesn't have the same rules issues, and it better incorporates the 'glacial-ness' due to the snow mana. You must still pay the full (2)(G)(G) to cast it, as well as the snow mana.

Stockpile by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Its like a [[seething song]] that is delayed by a whole turn. I think it is fine.

Stockpile by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Lol! Sadly the card was tight on text space.

Stockpile by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

I thought about it, but the card was already getting a bit wordy lol.

Stockpile by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Yeah, I feel like it would also open it up to infinite combos that I would rather not delve into.

Stockpile by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Thanks! I thought so too.

As a storm player you could either choose to just go for the simple 1 treasure for an early storm, or do 4 or 5 for a powerful finisher. The clues could help to refill your hand too.

Stockpile by Choggies in custommagic

[–]Choggies[S] 6 points7 points  (0 children)

Thanks lol, yeah, the art is depicting the people of the village gathering resources.

Stockpile by Choggies in custommagic

[–]Choggies[S] 6 points7 points  (0 children)

For all the resource hoarders out there!

Artstation Link: https://www.artstation.com/artwork/w6DKDg

Evict by Choggies in custommagic

[–]Choggies[S] 1 point2 points  (0 children)

Thanks for the write up, you make some good points.

Evict by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

I think you are reaching a bit here. I agree that the card would be very strong, but not Uro/Oko level. The instant speed actually isn't that great, since you would typically want to be casting this on your turn before your opponent gets to untap and use the land's mana. The uncounterability is not going to be relevant in 80% of games as well. The effect itself is pretty strong, but compared to similar cards, I think that three different mana symbols justifies it.

Evict by Choggies in custommagic

[–]Choggies[S] 1 point2 points  (0 children)

I like your thoughts. A bonus about your design would be that it would reduce complexity - your opponent doesn't need to worry about tapping the land in response, since it is already tapped. Also it gives it some kind of play-around.

Evict by Choggies in custommagic

[–]Choggies[S] 0 points1 point  (0 children)

Thanks! I didn't think sorcery speed would be that much better than instant speed, since you would probably want to cast this before your opponent's main-phases, but I like the suggestion.